   called again with a new parameter and so should not be called prior
   to every sphere statement, unless you wish to render spheres with
   different settings, e.g. using less detail for smaller spheres or
-  ones further away from the camera. To controla the detail of the
+  ones further away from the camera. To control the detail of the
   horizontal and vertical resolution independently, use the version of
   the functions with two parameters."
   ([res] (.sphereDetail (current-graphics) (int res)))

       :added "2.0"}
     shader
     "Applies the shader specified by the parameters. It's compatible with the :p2d
  and :p3drenderers, but not with the default :java2d renderer. Optional 'kind'
  parameter - type of shader, either :points, :lines, or :triangles"
     ([shader] (.shader (current-graphics) shader))
     ([shader kind]

     light-specular
     "Sets the specular color for lights. Like fill, it affects only the
  elements which are created after it in the code. Specular refers to
  light which bounces off a surface in a preferred direction (rather
  than bouncing in all directions like a diffuse light) and is used
  for creating highlights. The specular quality of a light interacts
  with the specular material qualities set through the specular and
